Just catching up on this.
Even for a WIP, it's great. Keep up the good work!
The movement and camera adjustments alone would make this a top downloaded mod. I would therefore suggest making two download files, "lore friendly" which is just the camera, movement, and short/long attack stuff, and "the works" which would include the evasion, protection and barrier stuff, or anything else you come up with that is lore-breaking.
Alternatively, for the "lore friendly" version, you could enable the evasion stuff only when the character gets to a certain level, presumably when they would have enough points to buy a similar evasion skill. Or even better if you cna programmaticaly detect if they have an evasion skill in their build.
I do agree with other commenters that if you can make the conditional code to use Combat Roll for warriors and Fade Step for mages, and reserve Evade for Rogues, that would be awesome.
I haven't worked on this mod for 6 months, but I have new ideas and am not planning to reuse what has been shown (most of) in the showcase video.
I don't plan to give 'Evade' to all classes (not in its original form, at least). Evade is a very powerful tool to change momentum / gain distance, and there's a reason you need to spend a slot for it in the base game. Same for 'Fade Step' and 'Combat Roll'.
I also dislike the auto-attack / auto-target feature in an Action RPG. It is fine for abilities, but conflicts with the idea of strafing left and right while facing the camera. I will be changing basic auto-attack moves (like I did for the archer) to cooler stuff, maybe AOE attacks that only extend beyond the facing direction of the character.
Finally, movement isn't too slow, it's actually way too fast. I have plans to slow down combat quite a bit. After having spent some time in other games with a similar combat system, it certainly isn't 'right' to have to dodge an attack every half a second (and then be overwhelmed with undodgeable attacks). Mobility therefore isn't the root of the problem.
Hopefully, those 3 changes will make combat more enjoyable. If not, then I'll stop pursuing this idea entirely.
As for releasing mods separately, possibly. I want to release an immersive cam mod that is more suitable for the action-y gameplay (less "bird eye" perspective), and that will be released on its own. Then for everything else I'll have to see if I run into compatibility issues. (What I aim to deliver is a different gameplay experience that requires those gameplay elements to work together as a package.)
The modding toolchain that I use (mostly the base code of DAITools that has been open-sourced by WarrantyVoider of ME3, with added functionality that I coded on my own) still isn't powerful enough to quickly make those changes. I'm too lazy to code a way to rebuild EBX files entirely, so I have to chain several EBX files together to get the effect I look for. The process is a real pain in the ass and is slow as heck, but the results seem worth it to my eyes.
More updates, soon..ish.